#3-01: The Frostfur Captives [Tier 1-2] - GM Rutseg (Inactive)

Game Master Balacertar

Campaign map in Roll20
Try to scort those goblin prisioners to civilization!
How to create your PFS character for PbP


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Iron Gods: Iron maps;

The day is warm while you walk along the crowded streets of Absalom. You received yesterday night a call from Venture-Captain Ambrus Valsin to attend a meeting in the Logia. Once you arrive in front of Ambrus Valsin office, you see another four Pathfinders in the room.

After some minutes the Venture-Captain opens the door and request you to enter to his office.

“Close the door,” Ambrus Valsin murmurs as the team gathers in his office. “Let me start by saying, this mission is not for dissemination among other members of the Society.” The chamberlain of the Grand Lodge gives everyone a serious look in turn before continuing. “This mission is not an investigation, just a simple, straightforward assignment, but that makes it no less important.”

“I need you to book passage to the Lands of the Linnorm Kings, and cross over into Irrisen. You’re to head north and rendezvous with another team who have captured some—”Valsin pauses for a heartbeat before continuing. “—persons of interest. We have reason to believe that these individuals have information on the Shadow Lodge cells that are refusing to reconcile with the Society under Grandmaster Torch’s leadership.” Valsin’s expression becomes particularly grim at that point. “If these rogue cells are outright refusing amnesty, then they represent a clear threat to all of us. I need you to take charge of these captives and get them out of Irrisen safely and quietly. Once you’re clear of Irrisen, a larger extraction team will take custody of them and bring them in for questioning. Of course, we will cover the expense of your travel in full, and provide maps to lead you to the meeting point in Irrisen. Because of the nature of the mission and Irrisen itself, you’ll be meeting the other team in the field, away from what passes for civilization up there. The team you’ll be getting the prisoners from will show you the best route out of Irrisen, and the castellan of Trollheim has agreed to grant you passage through his lands. You are responsible for avoiding unexpected trouble between the handoff and Trollheim.”

Valsin seems ready for the team to depart, but pauses, staring at his fireplace for a moment before adding, “You need to know this. Your prisoners will be goblins. The Shadow Lodge separatists made extensive use of the sadistic creatures as soldiers and servants, and as much as you may want to throttle them, please remember that we need them alive.”

Then he stares at the team and asks “Is it all clear? If there is anything you have not understood, please, ask further clarification now. If there are no more questions you can depart now and prepare for your trip. There will be a ship waiting for your departure tomorrow morning at the harbor.


Iron Gods: Iron maps;

You may try to recall extra information useful for the mission. Feel free to proceed with the checks yourselves and unfold the appropriate spoilers consequently

Common knowledge
The north is cold, so you will likely need to obtain cold-weather gear if you don’t already have it.

K. geography/K. nature (DC 10) Can be done untrained:

The average daytime temperature in Irrisen during this season is just above freezing, and the average nighttime temperature can fall to around –5° Fahrenheit (-21º C).

K. geography (DC 15):

The party will be crossing a disputed border between two warring countries—Irrisen and the Lands of the Linnorm Kings. Getting too close to the actual border before you’re ready to cross will invite trouble. There is no easy way to cross the Iceflow River, which forms the border between the nations north of the mighty Rimeflow River, without attracting unwanted attention from Ulfen defenders who may not look kindly on goblins passing through their lands.

K. geography (DC 20):

It is eternally winter in Irrisen, and a lot of food is imported. There are no crops or easily obtained foodstuffs except those gained through fishing and some hunting of migratory animals.

K. geography (DC 25):

Snow goblins are citizens in Irrisen. This is definitely true in Whitethrone, but one might expect them to have some degree of social rank everywhere else.

K. local (DC 15):

Goblins are insane and sadistic. They have a strong hatred of dogs and a fear of horses, both rivaled only by their unnatural love of fire and destruction.

K. local (DC 20):

Making the journey in 3-1/2 days doesn’t allow for much time for hunting, unless the party uses the extra day allowed by the extraction team. Provisions for the journey goblins will be provided, but they’ll need supervision. Goblins have fast metabolisms and find hunger painful. If they’re not watched, they’ll eat their rations all at once.

K. local (DC 25):

Tying the goblins up and forcing them to march will be problematic. They’ll continually complain, and will stumble and fall on purpose, slowing the rate of travel.

Grand Lodge

HP 12/12 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +5 | Perc +4 | 1st (4/5)—color spray (DC 16), enlarge person

Knowledge: Geography DC 10 [roll]1d20+1[/roll]

Your instructions are clear, sir. We shall not fail you in this matter. Do you know of someone discreet who can book our passage? We will be in need of winter clothes, blankets and related gear. The Society will pay the cost of these necessities?

To my fellow Pathfinders:

I am Ruslan Volkov. I am a humble friar of the magnanimous and beneficent Razmir and I hail from His kingdom. I and my companion are at your service for this perilous expedition.


Iron Gods: Iron maps;

Ambrus Valsin sits calmly at his desk while he carefully listen to Ruslan's questions.

"Your passage has been already booked and you only have to care about presenting yourself at the ship tomorrow fully geared for the mision. You are expected to be responsible on your own decisions about what kind of equipment you will bring with you, as every Pathfinder has their own needs and uses different approaches to overcome possible problems." The Venture Captain makes a pause, then adds "That said you may ask for items as a favor provided you have enough reputation in the Society, and you feel the need to."

Grand Lodge

Male Half-Orc (Ulfen) Slayer(Vanguard) 1/Magus(Skirnir) 1
Stats:
HP -5/19 | AC:16 | T:11 | FF:15 | CMB: 4 | CMD:15 | Fort:+7 | Ref:+5 | Will:+4 | Init:+3 | Perc: +6 | Speed 30 | Cold Iron Falcata +5 (1d8+3)

K.Nature: 1d20 + 6 ⇒ (18) + 6 = 24
K.Local: 1d20 + 7 ⇒ (11) + 7 = 18

A hulking half-orc covered in scars and tattoos listens silently as the captain goes through the mission briefing. He does seem to perk up at the mention of the Lands of Linnorm Kings.

Captain, is there a fear that the Shadow lodge will try to free the goblins, or is it more of a fear the goblins will be killed?

To the other pathfinder
The half-orc turns to take in his fellow pathfinders, with a small nod of his head he begins to speak, his voice a low rumble.

I am Artix Erling. I originally hail from the Lands of Linnorm Kings where I was trained as a warrior. Since leaving I have developed some rudimentary skills in magic, mainly offense magic. I will warn you, if you have not done any traveling in the north, be prepared. The land in the north will be cold. Make sure to get the proper equipment. I can provide a wand to heal us to someone who can use it.

Oh... and I speak goblin. So that may be useful.

I may pick up a few items before we leave. Gotta see what I want and will get a list to buy before we leave.


Iron Gods: Iron maps;

"I am not certain about what the Shadow Lodge would try to do to the goblins, and I would certainly not risk to discover it. That's why we have decided to prepare a small party like yours able to enter and exit Irrisen unnoticed. Make wise not to call the attention of people in Irrisen and all shall be good. Once in the Lands of the Linnorm Kings the large party waiting there for you will be able to better protect our prisoners, once the stealthy approach is not required anymore."

Grand Lodge

HP 12/12 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +5 | Perc +4 | 1st (4/5)—color spray (DC 16), enlarge person

To Artix:

Your questions are prudent. It also seems likely that the goblins will try to effect an escape unassisted. We shall need to be cautious and keep a continuous watch on them and anyone who might come for them. I can activate your healing wand, but my meager skill is only sufficient to use it reliably out of combat. I will heed your warning about the weather and buy appropriate gear.

I sold my Spiked Gauntlet at 50% and bought Cold Weather Clothing and a Winter Blanket. I am ready to proceed with the mission once the other Pathfinder have introduced themselves and finished with their questions.

Grand Lodge

male Gnome Scholar Init +3 Perception +7, Darkvision, Speed 20ft HP: 40 AC: 19(FF 16/T 14) CMD: 12 CMB: +2 BAB: +2 Wil: +4 (Use charisma versus charm and Compulsiion +3 vs Mind Affecting) FORT: +5 REF: +6

K. Local1d20 + 7 ⇒ (10) + 7 = 17
K Nature 1d20 + 1 ⇒ (10) + 1 = 11

As a Pathfinder it was wise to always have a set of warm clothing along and despite prefering simple robes the greyed old Gnome showed up in thick furs making him look like a pump baby seal. Despite his rather laughable appearance the greyed Gnome spoke with a strict tone that implied wisdom and authority.

Good day fellow Pathfinders. My name is Mido. But my students call me Master Mido! after a short pause the old gnome goes on.Goblins are a rabaucious and sadistic lot. None the less they value their own livelyhood. I hope these goblins have been made well aware of what is at stake and thus will cooperate fully with us!

Mido also has a wand of CLW but has to likewise rely on UMD to use it. Also I have played this scenario with another char so I will taking a step back during decision making processes here.

Silver Crusade

F Aasimar (Angelkin) Bloodrager/4 Oracle/1 (HP 52/52 | AC:22 | T:15 | FF:17 | CMB:8 | CMD:22 | Fort:+9 | Ref:+5 | Will:+4 | Init:+3 | Perc:+3 | Speed:30) PFS#: 115025-5
Bloodrage Stats:
(HP 62/62 | AC:20 | T:13 | FF:16 | CMB:10 | CMD:24 | Fort:+11 | Ref:+5 | Will:+6 | Init:+3 | Perc:+3 | Speed:30)
Abilities/Spells:
Bloodrage: 11/11 | Lv1: 2/2 | Destined Strike: 3/3 | Alter Self: 1/1 | Oracle Lv1: 4/4

Knowledge (Nature: 1d20 + 3 ⇒ (3) + 3 = 6

The silver haired woman who's standing at the back looks quite confused. "What, is it going to be cold? Oh... well... I'd better buy some warm clothes then."

Aryn's current outfit consist of a beige cloth shirt with frills, and a black skirt that reaches halfway her upper legs. She also wears sturdy brown boots with beige laces, and a black leather belt from which hangs a wand. She has a greatsword in a sheath on her back.

"Anyway, my name's Aryn. Nice to meet all of you. After serving the army for over half a century I decided to join the Silver Crusade."

Aryn gives her fellow Pathfinders a quick nod, and exits the room. "Give me a moment."

Some time later, while the party's about to head out, Aryn returns. She now wears an assembly of brown winter clothes: a coat of wool, a heavy cloak with a wool cap, a heavy skirt, and waterproof leather boots. "I'm ready now!"

Buying a Cold-Weather Outfit before we start :)

Aryn can cast CLW during combat and has a wand for it, but she's focused on fighting in melee. Unless she feels like it's really necessary, she won't be doing any healing during combat.

Grand Lodge

HP 12/12 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +5 | Perc +4 | 1st (4/5)—color spray (DC 16), enlarge person

Aryn, Mido, It is a pleasure to meet you both. I believe we're waiting on the last of our quintet. Perhaps he has been delayed. Can we leave word for him and rendezvous at the docks tomorrow morning?


Iron Gods: Iron maps;

Time before you leave Absalom you receive a private message with an extra task from your faction.

Grand lodge:

The confidence of the Ten be upon you,

I’m writing to you privately, aside from the mission briefing, because I require someone dependable on this expedition. If the remnants of the original Shadow Lodge have retreated to Whitethrone, we’ll have difficulty getting to them. I can only imagine the sorts of allies they’re making in that damned city. We need to learn what these goblins know, but not at the risk of making the jadwiga Elvanna aware of our actions and interests.

To that end, make sure nothing goes wrong. Don’t allow a single goblin to escape alive, don’t let any border guards live to see the group, and don’t allow an ‘incident’ to happen in Harvest’s End. This operation needs to be smooth, quiet, and efficient.
I’m counting on you,
Venture-Captain Ambrus Valsin

Silver Crusade:

Champion of the Light,

We were blessed when you joined our ranks, as we are always looking out for more defenders of good. To that end, while there is precious little goodness to be found in Irrisen, we’ve learned of a group who are not only curious, but have the social rank required not be immediately executed for it. The stilyagi are young men and women of high birth, but who eschew conventional tradition. They’re non-conformist and open-minded, and while that doesn’t necessarily make them good, it does suggest fertile ground in which ideas can be planted.

If the renegades haven’t gotten to them first, that is. Speak to the goblins in absolute private. You’re just supposed to transport them, but see if they know about any ties between the stilyagi and the violent sects of the Shadow Lodge.

Blessings,
Ollysta Zadrian

I take note of your shopping


Iron Gods: Iron maps;

The next day, you all board over the Seafoam. The fast schooner sails during weeks over the Inner Sea until it finally gets into the open waters of the Arcadian Ocean. From there the ship takes route to the much colder waters of the Steaming Sea. After a short stop in the city of Magnimar the schooner sets sail to the capital city of Kalsgard in the Lands of Linnorm Kings where you have been told to find a contact who will provide you with a map pointing the exact location to Sverrir’s camp where the goblins shall be delivered.

During your time in the ship you get to know each other much better, and get entertained by the stories of remote places told by other passengers.

Artix:
Making back the trip to Lands of Linnorm Kings takes back to your memory multiple past images and experiences.

I want to try out the Roll20 system, thus I have provided you with a link in the top. For now no maps, just a couple of handouts. You should be able to log in even from tablets as I got a temporal subscription.


Iron Gods: Iron maps;

The party’s journey from Kalsgard to northwest Irrisen is long but mostly uneventful. Short after you cross the Iceflow river you catch sight of the hills where Ragna’s and his team are supposed to be located. As you approach there, it is clear you have been spotted from miles afar, as the team is already in the process of breaking down their shelters in preparation to move. Ragna Lightfoot, a tempered Ulfen ranger, greets you and briefly introduces you to her team of six Ulfen rangers and druids.

Then she adds, “And come, these are the Frostfur captives you have to protect and safely deliver in Trollheim.

You observe a group of 5 goblins scratching their ears, biting and fumbling at each other while looking totally indifferent at your presence. They are not tied but they don’t seem to be trying to escape anyway. They are wearing ragged outfits not even the poorest person in Absalom would ever dare to wear, and they are totally unarmed.

Afterwards, Ragna invites you to a short breakfast and provides you with a map for getting to the hamlet of Harvest’s End, where she believes you will have the easiest time crossing the Rimeflow River. She also provides 4 days’ worth of rations for each member of the party as well as for each goblin prisoner.

After the meal she stands up and starts chatting about her previous life “Ah! You will be back soon in civilization eating roasted chicken and drinking good wine. Meanwhile we are here stuck in the comfortless backcountry of Irrisen.” She looks at you with open envy. Then, she looks at the goblin captives and you see on her face what seems like a held back smile or even a glimpse of relieve. She adds then much more tempered “But well, we have some duties here as you have your own, and I would not like to burden yours, so hurry up out of here and try to avoid watchful eyes during the journey.”

After that, she joins her team into clearing the campsite and some minutes later she and the other Ulfens are gone leaving you alone with the troupe of pesky goblins.

There is an error in the Scenario with the ranger name, change Sverrir in the previous post to Ragna.

Grand Lodge

HP 12/12 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +5 | Perc +4 | 1st (4/5)—color spray (DC 16), enlarge person

To the goblins(I speak goblin): Are you not cold? We are here to escort you and keep you safe from those who wish to harm you.

Diplomacy (Influence Attitude of Goblins): 1d20 + 5 ⇒ (18) + 5 = 23


Iron Gods: Iron maps;

They know common, but as you treated them in goblin, I will provide you with a +2 circumstance bonus to the Diplomacy check.

The goblins listen to you with interest and one of the goblins steps close to you and says. “Ow, ya now a langage of as! Ug’gly walker let ma present us. Thas is da Frostfur clan an ya’ve di ‘onor ta tolk with the cun’ing Bloodgash. We do not ha’ve cold lik’a weak walkers, we Frostfur clan, we live a’cold.” The other goblins close up around you and start touching at your weapons and tools making sounds as “Owa!”, “Wadda!” or “Dunna!”. For what they say they seem delighted with the change and the new masters.

Grand Lodge

male Gnome Scholar Init +3 Perception +7, Darkvision, Speed 20ft HP: 40 AC: 19(FF 16/T 14) CMD: 12 CMB: +2 BAB: +2 Wil: +4 (Use charisma versus charm and Compulsiion +3 vs Mind Affecting) FORT: +5 REF: +6

In dialect free Goblin Master Mido adds.

It is a pleasure to meet those of the Frostfur Clan. As you might have been told we have been sent to assure your safe passage out of Irrisen. Thus your cooperation will be greatly appreciated. We will ensure you are protected but you must listen to BIG BOSS RUSLAN!

Grand Lodge

HP 12/12 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +5 | Perc +4 | 1st (4/5)—color spray (DC 16), enlarge person

I draw my wool coat tighter around me and my equipment, envious of their fortitude. I continue speaking in goblin: You must excuse the formality of my goblin speech. We have a four-day march ahead of us. Your former employers are ruthless and will not hesitate to use violence to still your tongues. It is our sworn duty to see you safely to our destination. You may have plans to escape, but I assure you that you are safer with us when the Shadow Lodge separatists come for you.

Bluff Check (Separatists mean to harm goblins--not sure if a check is needed as this seems possible):

1d20 + 9 ⇒ (1) + 9 = 10

DC 10 Knowledge (Local) Check re: Frostfur Clan

1d20 + 1 ⇒ (12) + 1 = 13


Iron Gods: Iron maps;

Upon hearing Ruslan's bluff the goblins step back and the biggest one with notorious scars all around his body says "Killodur donnot fe'ar creepie Lodge humans. We Frostfur clan, we donnot ssscared of ol" mashterss. Do ya reply think they wand bad for Frostfur clan?"

Another says at same time " Corpselicker wil' lick new mazters whenna Lodge come kill as every zingle one. Yes, yes, more co'me more ta lick!"

Bloodgash look at you for a while, then he squints his eyes and says very slow, like chewing the words "'Ow do we know zat you ahre 'oo you claim ahre? Ze Shadow Lo'ge is crrrafty, and ah jus' bet you arhre all Shadow Lo'ge members, prrrrepahring to slit our thrats as we sleep, non?"

Ruslan frowns as he has never before the mission heard about the Frostfur clan. All he knows is they are mercenaries which has been under the orders of the Shadow Lodge, one of multiple goblin tribes in Irrisen.

Despite their reactions the goblins still seem happy with their new masters and open to cooperate.

Grand Lodge

HP 12/12 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +5 | Perc +4 | 1st (4/5)—color spray (DC 16), enlarge person

Killodur, you may not be afraid of the old masters, but you must admit there is safety in numbers. We are certain that they mean to harm you. You know them and what they are capable of, but we are strong and we will defeat them.

Corpselicker, do not worry. If we stay together, no harm will befall you.

Bloodgash, you have my word before the living god Razmir the Magnificent, that we have no alliance with the Shadow Lodge. You should keep a watch shift at night and thus have no worry of assassins in the dead of night. A Shadow Lodge member would not encourage you to take such precautions, no?

I turn to the Pathfinders: Keep your eyes open. We should start marching soon. The faster we reach Hamlet's End, the less chance we will be unpleasantly surprised.

Silver Crusade

F Aasimar (Angelkin) Bloodrager/4 Oracle/1 (HP 52/52 | AC:22 | T:15 | FF:17 | CMB:8 | CMD:22 | Fort:+9 | Ref:+5 | Will:+4 | Init:+3 | Perc:+3 | Speed:30) PFS#: 115025-5
Bloodrage Stats:
(HP 62/62 | AC:20 | T:13 | FF:16 | CMB:10 | CMD:24 | Fort:+11 | Ref:+5 | Will:+6 | Init:+3 | Perc:+3 | Speed:30)
Abilities/Spells:
Bloodrage: 11/11 | Lv1: 2/2 | Destined Strike: 3/3 | Alter Self: 1/1 | Oracle Lv1: 4/4

Aryn watches Ruslan and Master Mido communicate with the goblins. She tries to figure out what they are saying in Goblin, but can't.

How do they produce those sounds?

Lucky for Aryn she knows one thing about goblins, which is they like destruction. She decided to give talking to them a try, in Common.

Diplomacy: 1d20 + 7 ⇒ (19) + 7 = 26

Aryn smiles friendly at the goblins. "Hello brave goblins, my name's Aryn. You see this big greatsword on my back? If the Shadow Lodge tries to hurt you, I will hurt them at least twice as much. I want to keep you safe."

If they come to like us, maybe they won't try to escape.

Grand Lodge

Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

Sorry for the lateness of my arrival - I missed the fact that I got selected to join, so am just catching up

A burly, blond dwarf stomps up to the crowd. He eyes the entire group a bit warily, and as he glances as the goblins, he glares with obvious contempt.

To the group:
"Err.. sorry for not having made me introductions earlier. A message was left with one of me cousins, and he's not reliable." The dwarf shrugs, and continues. "By the time I got me gear, I barely made the boat... and as life at sea is... well, not me favorite... I spent a little too much time looking over the side of the boat, if ye understand me meaning."

GM: I did purchase some cold weather outfit prior to leaving, but no other purchases at this time.

Joining the conversation in progress:
"Don't ye all think ye be gettin' cozy with us. If'n I wanted ye dead, I wouldn't be waitin' for ye to sleep. I take me duty seriously to get ye where ye need to be, but I ain't promised what shape ye be in when ye get there. Y'all behave, and we won't be havin' any problems, but ye try and run off or cause any fuss, well let's just say I won't be happy."

Grand Lodge

HP 12/12 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +5 | Perc +4 | 1st (4/5)—color spray (DC 16), enlarge person

In confidence to my fellow Pathfinders: Now that we're assembled, perhaps we should begin our march? The previous company saw fit not to manacle the goblins and they seem well disposed to us. I wouldn't count on them to fight for us, but they seem to understand that we have a common interest--keeping them alive.

To the goblins: We should being travelling soon. Do any of you have any pertinent skills or knowledge that will be of use on the march or in case of an ambush?


Iron Gods: Iron maps;

One of the goblins, with a bald head and five wholes on it approaches you and whispers "Ankleknock... can... maaake ya' ho-ole... if ya' wisssh".

Bloodgash says in common " So ya' came free da Frostfur clan and take dam safe home? Ya' wird but it ok. Jus give ma' da big sword an' armor. Ma' know da way til Frostfur lands."

Killadur shows his jaws and shouts " Ma' good swordsma'. Ma' help ya', let go slay some pesky boss of ya'. "

Corpselicker says " Ma' lick ya' ta solve yar' health problems. Ya' don't look ta have good color. We goblins stealthy. Give ma' da bow. "

The most nasty of the goblins, whose hands seem covered by a heavy layer of corporal grease and stinks like a pig asks " Ma' can cook tasty beetles and worms. Can ma' hav' da torch to toast? "

Then all of a sudden, they all shout " Do ya' hav' da fire!!! "

Silver Crusade

F Aasimar (Angelkin) Bloodrager/4 Oracle/1 (HP 52/52 | AC:22 | T:15 | FF:17 | CMB:8 | CMD:22 | Fort:+9 | Ref:+5 | Will:+4 | Init:+3 | Perc:+3 | Speed:30) PFS#: 115025-5
Bloodrage Stats:
(HP 62/62 | AC:20 | T:13 | FF:16 | CMB:10 | CMD:24 | Fort:+11 | Ref:+5 | Will:+6 | Init:+3 | Perc:+3 | Speed:30)
Abilities/Spells:
Bloodrage: 11/11 | Lv1: 2/2 | Destined Strike: 3/3 | Alter Self: 1/1 | Oracle Lv1: 4/4

Aryn decides she's had enough social interaction with the goblins for now, and shakes her head while she continues to smile. "No, I'm keeping the sword."

She takes her distance from the goblins, and waits for the others. When everyone's ready and the party gets moving, Aryn will walk up front.


Male Male human air elemental bloodrager 1 hp 13/13 AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex) Fort +4, Ref +1, Will +0 Init +1; Senses Perception +4; Active Conditions: Poisoned (-2 STR dmg, Blessed +1 Attack)

Henrick follows behind, to make sure he can see all of the goblins at all times. "Let's get movin'. The longer we be gabbin', the faster we be gettin' in trouble."

Grand Lodge

Male Half-Orc (Ulfen) Slayer(Vanguard) 1/Magus(Skirnir) 1
Stats:
HP -5/19 | AC:16 | T:11 | FF:15 | CMB: 4 | CMD:15 | Fort:+7 | Ref:+5 | Will:+4 | Init:+3 | Perc: +6 | Speed 30 | Cold Iron Falcata +5 (1d8+3)

If there's a chance before the other Ulfen go, Artix would like to ask them if they have seen anything that the group should be aware of. Or any suggestions on how to keep the goblins moving.

K.Local on Frostfur clan: 1d20 + 7 ⇒ (6) + 7 = 13

The massive half-orc watches the others talk with the goblins. When Bloodgash mentions that we may be Shadowlodge, Artix will walk over and speak in goblin.

We are who we say we are. And this should prove it. Artix pulls out his Wayfinder to show to the goblins. This is a symbol of the Pathfinders. We will take you to Harvest End and do everything in our power to see you there safely.

Grand Lodge

Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

Henrick follows behind, to make sure he can see all of the goblins at all times. "Let's get movin'. The longer we be gabbin', the faster we be gettin' in trouble."

Grand Lodge

HP 12/12 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +5 | Perc +4 | 1st (4/5)—color spray (DC 16), enlarge person

We can't spare any equipment for you now. Our mission now is to take you to Harvet's End. We have allies there who need your help to take down the Shadow Lodge forever so that you don't have to sleep with one eye open. We can talk more on the road. Frostfur Clan form up , now we march!

In confidence to the Pathfinders: I don't think it's a good idea to arm them, especially not with fire. Razmir knows what mischief they will get up to. Besides, our mission is to bring them in alive, so we should keep them out of combat.

I propose that we march in rows of three with Bloodgash, Killadur and the greasy one in the front rank. In the next row, Artix and Aryn flank Corpselicker. He mentioned stealth, so lets prevent him from wandering off from the formation. Master Nido and I will flank Ankleknock with Master Bulwark and my wolf companion bringing up the rearguard.

I think we should march at a brisk, sustainable pace until nightfall. I'm no expert in woodcraft, but perhaps we should march along the bank of the Rimeflow River. With the river to one side of us, we can't be ambushed from both sides, whether we're marching or camping. When we make camp, we should keep the fire and smoke to a minimum and set watch shifts.

Grand Lodge

Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

Agreed


Iron Gods: Iron maps;

The goblins start to march happily in front of you. You give indications following the route provided by Ragna in her map.

Every few minutes it requires a bit of an effort to maintain the goblins on their positions, but inside the chaos you more or less convince them to follow certain patterns.

While you walk, they start to sing:

"Goblins chew and goblins bite,
Goblins cut and goblins fight,
Stab the dog and cut the horse,
Goblins eat and take by force!
Goblins race and goblins jump,
Goblins slash and goblins bump,
Burn the skin and mash the head,
Goblins here and you be dead!
Chase the baby, catch the pup,
Bonk the head to shut it up!
Bones be cracked, flesh be stewed,
We the goblins—you the food!
"

Note that you are to deliver the prisoners at Trollheim. Harvet's End is in Irrisen and you are supposed to get there because Ragna's map says its the safest place to cross the river ;)

A narrow southern pass winds its way through steep, icy hills, the frigid wind periodically dusting all in its path with a layer of snow slowing down your advance. It starts darkening when you spot a construction in the far which is referred in Ragna’s map as a couple of abandoned towers. As you approach, two ancient stone watchtowers stand on either side of the path between two nearly vertical bluffs rising thirty feet to either side, just as Lightfoot’s map indicated they would.
The eighty-foot-wide path narrows to a mere twenty-five feet in width between the two fifty-foot towers.

Grand Lodge

HP 12/12 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +5 | Perc +4 | 1st (4/5)—color spray (DC 16), enlarge person

I sing along with the goblins in morbid amusement until we come to the towers. I halt my advance and squint at the ominous towers, searching for signs of an ambush (Perception 1d20 + 5 ⇒ (9) + 5 = 14).

Is there any cover between us and the tower? I don't see the towers on the map yet.

This place makes me nervous. Perfect place for an ambush. Should we investigate these towers and try to shelter there for the night? If we approach, I think we should keep to one side of the pass to protect our flank.


Iron Gods: Iron maps;

The watchtowers are about 5 floor tall (50 feet) and seem abandoned.

Ruslan:
You notice that snow has been knocked off the battlements, specifically on the sections facing the path—the towers may not be as unoccupied as you had been lead to believe.

Perception Frostfur clan: 1d20 - 1 ⇒ (15) - 1 = 14

Bloodgash stops at place and says very slow and low "See, cautioon, there's some saigns da someone has moven snow at towers."

The other goblins seem to get excited by the idea something might lie in the towers. Ankleknowck open his mouth an starts to salivate out of his mouth "Da ya' think tasty animal there?"

I moved you to the towers map. Please, take into account that squares depicted as white are snow, and thus difficult terrain (double cost to enter into one of those).

DM secret roll:
1d4 ⇒ 4

Grand Lodge

male Gnome Scholar Init +3 Perception +7, Darkvision, Speed 20ft HP: 40 AC: 19(FF 16/T 14) CMD: 12 CMB: +2 BAB: +2 Wil: +4 (Use charisma versus charm and Compulsiion +3 vs Mind Affecting) FORT: +5 REF: +6

Double move behind a rock.

Mido raises an index finger and indicates he will approach carefully.


Iron Gods: Iron maps;

Master Mido moves slowly behind one of the bulders next to the path, trying to make very small noise. The goblins though start to mess up as he pass through their space.

Mido stealth at full speed, crossing messy goblins space: 1d20 + 12 - 2 - 5 ⇒ (6) + 12 - 2 - 5 = 11

As they see Mido hiding behind the boulder the goblins get excited on the idea "Yeah wa' got stalthy!" and they try to follow Mido hiding behind the stone.

Frostfur clan: 1d20 + 11 ⇒ (12) + 11 = 23

Grand Lodge

Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

Henrick prepares his crossbow, ready to fire at an unseen enemy, or a goblin if one attempts to flee. He looks around for any signs of movement (Perception: 1d20 + 3 ⇒ (11) + 3 = 14).

He also looks for tracks in the surrounding area. Track: 1d20 + 3 ⇒ (3) + 3 = 6.

Finally, he watches over the goblins, to see if he can get a sense of their real reaction to the change in circumstance. Will they flee, fight, or turn on their captors? Sense Motive: 1d20 + 1 ⇒ (10) + 1 = 11


Iron Gods: Iron maps;

Henrick spots some signs that someone or something has visited the towers recently (mostly signs in the soft snow). The goblins seem amused about playing spot and hide with master Mido, and daring to explore the towers.

Grand Lodge

HP 12/12 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +5 | Perc +4 | 1st (4/5)—color spray (DC 16), enlarge person

Quietly, to those nearby: Someone has been atop the battlements recently. We're probably being watched. I think we should try to approach the Northeast tower. There is less distance to cross without cover. I gesture to the to Mido and the Frostfurs that we should move up to the Northeastern most stone for cover. Whatever the group decides, I hold my position until the other pathfinders are ready to move and then I follow them at the rear of the formation with my wolf in front of me.

Silver Crusade

F Aasimar (Angelkin) Bloodrager/4 Oracle/1 (HP 52/52 | AC:22 | T:15 | FF:17 | CMB:8 | CMD:22 | Fort:+9 | Ref:+5 | Will:+4 | Init:+3 | Perc:+3 | Speed:30) PFS#: 115025-5
Bloodrage Stats:
(HP 62/62 | AC:20 | T:13 | FF:16 | CMB:10 | CMD:24 | Fort:+11 | Ref:+5 | Will:+6 | Init:+3 | Perc:+3 | Speed:30)
Abilities/Spells:
Bloodrage: 11/11 | Lv1: 2/2 | Destined Strike: 3/3 | Alter Self: 1/1 | Oracle Lv1: 4/4

"Get to cover if you want. I'll go up and see if anyone reacts to my presence."

When everyone's had a chance to get to cover:

Aryn casts two spells on herself: entropic shield, and shield of faith. Two layers of magical shields appear around Aryn's body, overlapping each other. One glows with a chaotic blast of multicolored hues, and the other shimmers in the light.

With her defenses heightened Aryn runs forward, drawing her greatsword as she moves. She stops running at the base of the Northeastern tower.

Went ahead and moved Aryn's picture to her intended location.


Iron Gods: Iron maps;

Normal round, as you were ready and they spoted Aryn

Initiative:

Artix: 1d20 + 3 ⇒ (5) + 3 = 8
Aryn: 1d20 + 2 ⇒ (10) + 2 = 12
Ruslan: 1d20 + 5 ⇒ (7) + 5 = 12
Ruslan's wolf: 1d20 + 2 ⇒ (1) + 2 = 3
Mido: 1d20 + 3 ⇒ (1) + 3 = 4
Henrick: 1d20 + 2 ⇒ (12) + 2 = 14
Frostfur Clan: 1d20 + 6 ⇒ (16) + 6 = 22
Icetooth clan: 1d20 + 6 ⇒ (9) + 6 = 15

As Aryn arrives to about 55 feet from the towers, an arrow is fired at you, followed of goblin shouts from top of the towers and three more arrows.

-2 range increment, +2 unseen opponent, but you see them now
Shortbow: 1d20 + 4 - 2 + 2 ⇒ (15) + 4 - 2 + 2 = 19
Damage: 1d4 ⇒ 4
Entropic sh.: 1d100 ⇒ 49
Shortbow: 1d20 + 4 - 2 + 2 ⇒ (19) + 4 - 2 + 2 = 23
Damage: 1d4 ⇒ 4
Entropic sh.: 1d100 ⇒ 96
Shortbow: 1d20 + 4 - 2 + 2 ⇒ (11) + 4 - 2 + 2 = 15
Damage: 1d4 ⇒ 3
Entropic sh.: 1d100 ⇒ 49
Shortbow: 1d20 + 4 - 2 + 2 ⇒ (6) + 4 - 2 + 2 = 10
Damage: 1d4 ⇒ 3
Entropic sh.: 1d100 ⇒ 97

Only one of the arrows hits Aryn while the others are deflected by a magical barrier.

Grand Lodge

Male Half-Orc (Ulfen) Slayer(Vanguard) 1/Magus(Skirnir) 1
Stats:
HP -5/19 | AC:16 | T:11 | FF:15 | CMB: 4 | CMD:15 | Fort:+7 | Ref:+5 | Will:+4 | Init:+3 | Perc: +6 | Speed 30 | Cold Iron Falcata +5 (1d8+3)

Artix moves along with the goblins as they hike, their song while being quiet terrible catches in his head.

As they approach the tower, he slowly begins to scan, drawing out his longbow and knocking an arrow.

percetion: 1d20 + 5 ⇒ (12) + 5 = 17

Grand Lodge

Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

Not sure, but it looks like initiative falls to me after the GM moves, so I will just go and let me know if I am stepping out of turn.

Henrick moves up about 15', and then fires his crossbow at the first goblin with a bow that he sees.

Attack: 1d20 + 5 ⇒ (12) + 5 = 17

Damage, if applies: 1d8 ⇒ 5

Silver Crusade

F Aasimar (Angelkin) Bloodrager/4 Oracle/1 (HP 52/52 | AC:22 | T:15 | FF:17 | CMB:8 | CMD:22 | Fort:+9 | Ref:+5 | Will:+4 | Init:+3 | Perc:+3 | Speed:30) PFS#: 115025-5
Bloodrage Stats:
(HP 62/62 | AC:20 | T:13 | FF:16 | CMB:10 | CMD:24 | Fort:+11 | Ref:+5 | Will:+6 | Init:+3 | Perc:+3 | Speed:30)
Abilities/Spells:
Bloodrage: 11/11 | Lv1: 2/2 | Destined Strike: 3/3 | Alter Self: 1/1 | Oracle Lv1: 4/4

Aryn moves up to the tower's front door and tries to smash it open.

Strength: 1d20 + 4 ⇒ (17) + 4 = 21

"Bah... archers... Now I have to climb up this tower before I can attack them..."

Grand Lodge

HP 12/12 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +5 | Perc +4 | 1st (4/5)—color spray (DC 16), enlarge person

How many shots came from each tower?

I cast a suspicious eye on the Frostfurs and shout at them: Are these friends of yours? Stay where I can see you and take cover behind the other boulders to the north east.

I hold my position until the Frostfurs and the Pathfinders advance and then I follow them in formation with my wolf in front of me.


Iron Gods: Iron maps;

Something went wrong with my last edit to my post, this also happened last turn. In the map North is poiting towards you guys, so top tower is the Eastern.

Two arrows stick on Aryn while the other two are deflected by a magical barrier. Note while running your Dex to AC is negated, what includes your Nature's whispers ability, and thus your AC drops to 19.

You also see kind of fire is light in the Easternmost tower, afterwards you see another goblin firing a crossbow within the battlements of the same tower.

Crossbow: 1d20 + 4 - 2 + 2 ⇒ (10) + 4 - 2 + 2 = 14
Damage: 1d6 ⇒ 5
Entropy sh.: 1d100 ⇒ 16 The bolt is deflected by an invisible force of divine magic.

Round 2 (crossed have already acted, bold is who can act):
Frostfur, Icetooth, Henrick, Ruslan, Aryn, Artix, Mido


To make easier handle the posts, companions can act at same point of its player character.

Henrick aims well, but his bolt hits the battlements. Please add information about what is your target when attacking ranged

As Aryn reaches the eastern tower, she appreciates the door seems not be the original one but have been replaced with one of poor goblin quality. Without hesitating, she waves her greatsword over her head bashing the door to ashes with a thoundering sound. The way is open inside the tower.

The tower is dark, but Aryn's senses allow her to see the interior of the circular room. There is nothing more than a few rests of goblin recent meal, and a clear stink to goblin lair. The wooden stairway that once climbed the interior wall of the tower rotted away long ago, and now a single 50-foot ladder rises from the ground to a wooden hatch opening into the roof.

Climbing a ladder:

There are no rules on how to climb a ladder, so this is how I will rule it inspired in the climb skill unless someone else is able to point me some Paizo rules:
Climbing a ladder at 1/4 speed is a move action that does not require any climb check. You can climb at 1/2 speed by a DC 0 climb check but you don't advance if you fail the check.
Other climb mechanics still applies. Specially take a look in the following:
"You need both hands free to climb, but you may cling to a wall with one hand while you cast a spell or take some other action that requires only one hand. While climbing, you can't move to avoid a blow, so you lose your Dexterity bonus to AC (if any). You also can't use a shield while climbing. Anytime you take damage while climbing, make a Climb check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage". Note you can cling to the ladder as you would do to a wall.

Ruslan Diplomacy: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Despite Ruslan's words, the goblins seem way too excited by the situation as to follow orders.

Bloodgash shouts "Uaaah! Da Icetooth clan!". Killodur answers Ruslan "Nah! Da is rival clan!" and Anckleknock follows in a shout "Yeah! Anckleknock likes Aasimar way! Let exterminate that pesky clan!" and then starts to run to the towers followed by the rest of the goblins. Some of them get impeded by the snow.

Suddenly a new row of arrows fall from the towers as the goblins fire from the total cover of their battlements. +8 to AC
The two goblins over the eastern tower shot over Aryn whom easily dodges the attacks as they fall from the sky.
Shortbow: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d4 ⇒ 1
Entrpic sh.: 1d100 ⇒ 90
Shortbow: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d4 ⇒ 2
Entrpic sh.: 1d100 ⇒ 69
While the goblins in the other tower fire over the Frostfur clan.
Shortbow to Bloodgash: 1d20 + 4 ⇒ (8) + 4 = 12 One hits Bloodgash in his arm as he fails to avoid the arrow while he runs.
Damage: 1d4 ⇒ 2
Shortbow to Anckleknock: 1d20 + 4 ⇒ (8) + 4 = 12 While the other hits on Anckleknock who misses to avoid the attack on his focus to run fast.
Damage: 1d4 ⇒ 1

Then again another goblin, let what seems a vial of alchemical fire to drop over Aryn's head.
Throw splash weapon (vs 15 touch AC): 1d20 ⇒ 10
Damage (fire): 1d6 ⇒ 3
Entropy sh.: 1d100 ⇒ 49
Throw fail hit square determination: 1d8 ⇒ 1
But the vial hits just in front of Aryn whom is burned by the small splash of the fire weapon. 1 fire hit damage

You hear shouts in Goblin from up the towers:

"So you contracted those humans to attack our new territory Frostfurs. Prepare to die!!!"

Damage, positons and fog of war updated in the map.

Grand Lodge

HP 12/12 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +5 | Perc +4 | 1st (4/5)—color spray (DC 16), enlarge person

Wow, I have no idea how to keep the goblins alive.

I advance forward, staying out of 60' shortbow range. I command my wolf to attack the goblins on the southeast tower. He has 50' speed, so he can double move to catch up with the goblins. He also has climb +5 and wolves can climb trees, so I'm hoping he can climb the ladder. :)


Iron Gods: Iron maps;

I am sorry, but I think it is beyond its abilities. A ladder it is not exactly like a tree :/ He could though try a short climb, let's say till 15' if someone goes down. But let's see what happens :) Additionally, note you had no one in front of you but your wolf, thus you could take the run action this turn and move double you have moved, in case you still want to do it.

Grand Lodge

HP 12/12 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +5 | Perc +4 | 1st (4/5)—color spray (DC 16), enlarge person

I will wait until Aryn and the Frostfurs distract the archers in melee or the other Pathfinders go ahead. My character is fragile and the better part of valor is discretion.

Grand Lodge

male Gnome Scholar Init +3 Perception +7, Darkvision, Speed 20ft HP: 40 AC: 19(FF 16/T 14) CMD: 12 CMB: +2 BAB: +2 Wil: +4 (Use charisma versus charm and Compulsiion +3 vs Mind Affecting) FORT: +5 REF: +6

Mido will attempt to stealth to NE tower and use a ki point to increase his movement by 20 feet for the round. No movement on the map as I can't access roll20. Stealth 1d20 + 12 ⇒ (19) + 12 = 31

Mido attempts to use the impeding chaos to get himself into position and aid Arryn in her bold move.

Grand Lodge

Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

Henrick will use his full round action to run up the path, in pursuit of the stupid unarmed goblins who are charging the tower (updated position to intended target square).


Iron Gods: Iron maps;

While the ranger rushes down the path in aid of the goblins, Master Mido jumps out of his cover and in a lightening move stealths towards the towers without being seen.

Mido, take note once out of cover and without concealment you would not be able to continue hiding next round. I moved you 8 squares up the middel of the path, but you can stealth at full speed by accepting a -10 penalty and thus place yourself next to the towers. You chose ;)

Round 2 (crossed have already acted, bold is who can act):
Frostfur, Icetooth, Henrick, Ruslan, Aryn, Artix, Mido

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Iron Gods: Iron maps;

You can present here your characters and explain me your expectations about the adventure as well as resolving doubts and call for buying/selling stuff.

I will post the adventure start in 24h.

Grand Lodge

Male Half-Orc (Ulfen) Slayer(Vanguard) 1/Magus(Skirnir) 1
Stats:
HP -5/19 | AC:16 | T:11 | FF:15 | CMB: 4 | CMD:15 | Fort:+7 | Ref:+5 | Will:+4 | Init:+3 | Perc: +6 | Speed 30 | Cold Iron Falcata +5 (1d8+3)

Artix here. Not sure what you want here, but Artix is a front-liner, wielding a shield and falcata. He recently has come into the magic that's been dormant inside of him since his youth. He also has some knowledge in the arcane, nature, planes, and the local areas. he also should be able to keep from getting lost in the wilderness.

Grand Lodge

HP 12/12 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +5 | Perc +4 | 1st (4/5)—color spray (DC 16), enlarge person

Checking in here. I'm ready to start. I already purchased my (mundane) equipment--hopefully that's okay as I'm new to PFS.

Your Name: Sanford Geoffrey
Your Character's Name: Ruslan Volkov
Your Character's PFS Number: # 152514-1
Faction: Grand Lodge

Grand Lodge

male Gnome Scholar Init +3 Perception +7, Darkvision, Speed 20ft HP: 40 AC: 19(FF 16/T 14) CMD: 12 CMB: +2 BAB: +2 Wil: +4 (Use charisma versus charm and Compulsiion +3 vs Mind Affecting) FORT: +5 REF: +6

Master Mido at your service!

Mido is a wise old Gnome that knows a few tricks you wouldn't expect...

Grand Lodge

HP 12/12 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +5 | Perc +4 | 1st (4/5)—color spray (DC 16), enlarge person

I swapped Mage Armor for Color Spray so that I have something to do in case my Animal Companion dies. I think this is allowed by PFS 1st level retraining rules since the adventure hasn't started.


Iron Gods: Iron maps;

Yep, you can rebuilt your character as much as you want before becoming level 2 so let's go with it!

Silver Crusade

F Aasimar (Angelkin) Bloodrager/4 Oracle/1 (HP 52/52 | AC:22 | T:15 | FF:17 | CMB:8 | CMD:22 | Fort:+9 | Ref:+5 | Will:+4 | Init:+3 | Perc:+3 | Speed:30) PFS#: 115025-5
Bloodrage Stats:
(HP 62/62 | AC:20 | T:13 | FF:16 | CMB:10 | CMD:24 | Fort:+11 | Ref:+5 | Will:+6 | Init:+3 | Perc:+3 | Speed:30)
Abilities/Spells:
Bloodrage: 11/11 | Lv1: 2/2 | Destined Strike: 3/3 | Alter Self: 1/1 | Oracle Lv1: 4/4

Hi all!

Aryn's a bloodrager who's focused on dealing melee damage, but she took a dip in oracle for some defensive and healing bonuses.

I'm looking forward to playing this game! :)

Grand Lodge

Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

Henrick Bulwark here. Reporting for backup duty.


Iron Gods: Iron maps;

This is the final party list:

Go to the Gameplay thread to begin playing.

Please, feel free to communicate through this discussion thread to give me as much feedback as possible. I am open at improving things and clearing doubts :)

Good luck all!!!

Grand Lodge

HP 12/12 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +5 | Perc +4 | 1st (4/5)—color spray (DC 16), enlarge person

Would winter blankets suffice as makeshift winter clothing? Hopefully the Society will provide necessities as I cant afford to buy winter clothes.


Iron Gods: Iron maps;

I am waiting for Aryn and Henrick, but I will proceed in some hours.

Grand Lodge

Male Half-Orc (Ulfen) Slayer(Vanguard) 1/Magus(Skirnir) 1
Stats:
HP -5/19 | AC:16 | T:11 | FF:15 | CMB: 4 | CMD:15 | Fort:+7 | Ref:+5 | Will:+4 | Init:+3 | Perc: +6 | Speed 30 | Cold Iron Falcata +5 (1d8+3)

When he gets a chance, Artix is going to purchase a few things for the journey.

Shopping List:

Bandolier - 5 sp
Wayfinder - 250 gp
Traveler's Anytool - 250 gp
Ioun Torch - 75 gp
Tanglefoot bag x 2 - 100
Potion of Shield of Faith - 50

Grand Lodge

HP 12/12 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +5 | Perc +4 | 1st (4/5)—color spray (DC 16), enlarge person

I created an account on roll20, but when I try to access the link, I receive this error message: Not authorized


Iron Gods: Iron maps;

Thanks for pointing me that. I have updated the link with one that enables players to be auto-invited ;)
Please let me know if it works or there are sill technical problems.

Grand Lodge

HP 12/12 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +5 | Perc +4 | 1st (4/5)—color spray (DC 16), enlarge person
GM Rutseg wrote:

Thanks for pointing me that. I have updated the link with one that enables players to be auto-invited ;)

Please let me know if it works or there are sill technical problems.

I still receive the Not Authorized message when I try to access the link.


Iron Gods: Iron maps;

This link https://app.roll20.net/join/509157/1R7jyQ or the link before?

Grand Lodge

HP 12/12 | AC 12 T 11 FF 11 | F +2 R +1 W +1 | Init +5 | Perc +4 | 1st (4/5)—color spray (DC 16), enlarge person
GM Rutseg wrote:
This link https://app.roll20.net/join/509157/1R7jyQ or the link before?

Okay, that link doesn't give me the Not Authorized message. I have to meet someone for lunch, but I'll check further when I return.


Iron Gods: Iron maps;

Great! No problem take your time, I will be out some hours too.


Iron Gods: Iron maps;

Once you start marching it will improve a lot the experience if you detail as much as you can how do you do it, march order, speed, cautions you take, stops, duties of everybody and camping organisation, including the goblins and what do you try to do in regards to them.

If you feel a bit fed up of RP the goblins let me know and I will try to perform a more direct approach to the main events ;-)

Grand Lodge

Male Half-Orc (Ulfen) Slayer(Vanguard) 1/Magus(Skirnir) 1
Stats:
HP -5/19 | AC:16 | T:11 | FF:15 | CMB: 4 | CMD:15 | Fort:+7 | Ref:+5 | Will:+4 | Init:+3 | Perc: +6 | Speed 30 | Cold Iron Falcata +5 (1d8+3)

Okay roll20 works for me.


Iron Gods: Iron maps;

In the roll20 I am going to use the red circle for damage taken and the green for the AC.


Iron Gods: Iron maps;

Answering Artix questions. Yes the Ulfens haven't seen anything and the goblins will march as long as they are treated properly and fed copiously.

Grand Lodge

Male Half-Orc (Ulfen) Slayer(Vanguard) 1/Magus(Skirnir) 1
Stats:
HP -5/19 | AC:16 | T:11 | FF:15 | CMB: 4 | CMD:15 | Fort:+7 | Ref:+5 | Will:+4 | Init:+3 | Perc: +6 | Speed 30 | Cold Iron Falcata +5 (1d8+3)

Sorry guys, gotta be out of town for the weekend. I'll try to catch up when I can.


Iron Gods: Iron maps;

No problem, I also have a flight and will post less frequently.


I have to fly out tomorrow for a business trip starting on monday. I might be missing in action for a few days. Please GMPC my character starting tomorrow. If my character dies while I'm away, I won't shed any tears. We're first level after all.

Silver Crusade

F Aasimar (Angelkin) Bloodrager/4 Oracle/1 (HP 52/52 | AC:22 | T:15 | FF:17 | CMB:8 | CMD:22 | Fort:+9 | Ref:+5 | Will:+4 | Init:+3 | Perc:+3 | Speed:30) PFS#: 115025-5
Bloodrage Stats:
(HP 62/62 | AC:20 | T:13 | FF:16 | CMB:10 | CMD:24 | Fort:+11 | Ref:+5 | Will:+6 | Init:+3 | Perc:+3 | Speed:30)
Abilities/Spells:
Bloodrage: 11/11 | Lv1: 2/2 | Destined Strike: 3/3 | Alter Self: 1/1 | Oracle Lv1: 4/4
Tranquilo wrote:
I have to fly out tomorrow for a business trip starting on monday. I might be missing in action for a few days. Please GMPC my character starting tomorrow. If my character dies while I'm away, I won't shed any tears. We're first level after all.

'We' being 2/5 players.

Not too keen on letting Aryn die: can't get a new aasimar anymore.


Iron Gods: Iron maps;

Please, let us know when will you be back.


Iron Gods: Iron maps;

Please, let me know your characters PFS number Basically I only miss Mido one as you all have it in your sheet

We are not finish but this will end in a couple of posts more, and I feel we can proceed with chronicles so you have your PCs free for more games.

I know the game was tough at moments but I hope in general you had a pleasant game and enjoyed the scenario and our thread.

Feel free to ask questions about the background, what would happen if, or address any topic in public or private that you think needs clarification. You are more than welcome to give feedback about my playing style, or things you think should have been resolved in different ways.

Thanks all!

Silver Crusade

F Aasimar (Angelkin) Bloodrager/4 Oracle/1 (HP 52/52 | AC:22 | T:15 | FF:17 | CMB:8 | CMD:22 | Fort:+9 | Ref:+5 | Will:+4 | Init:+3 | Perc:+3 | Speed:30) PFS#: 115025-5
Bloodrage Stats:
(HP 62/62 | AC:20 | T:13 | FF:16 | CMB:10 | CMD:24 | Fort:+11 | Ref:+5 | Will:+6 | Init:+3 | Perc:+3 | Speed:30)
Abilities/Spells:
Bloodrage: 11/11 | Lv1: 2/2 | Destined Strike: 3/3 | Alter Self: 1/1 | Oracle Lv1: 4/4

Meh, I'll post it anyway: PFS#: 115025-5
I have no Day Job roll to make.

Thanks for running this game, I liked it a lot! :)

I wonder what would've happened if we'd done as Enrik suggested? Was the food poisoned? Would they have tried to kill us and/or the goblins while we were sleeping?

And what about the doll in the house, what would've happened if Aryn hadn't pulled it out of the house? In one of the Pathfinder Tales stories there was a walking house with a doll inside, and it attacked a village like that.


Iron Gods: Iron maps;

Enrik wanted no harm at you. They would have prepared nice food for you while the warriors hidden in the stable would have sneaked into the house and tried to kill the goblins. You would have had Perception checks to hear the noise and Sense motive checks to sense Enrik and the woman were nervous and something was going on.

The doll would have behaved much like it did. It was in the house during daylight and patrolling the forest during night. The scenario says the Witch is seeing through the eyes but it says nothing about what to do if the group is discovered, either sending an extra patrol or some other penalty, it do not exist.

Grand Lodge

Male Half-Orc (Ulfen) Slayer(Vanguard) 1/Magus(Skirnir) 1
Stats:
HP -5/19 | AC:16 | T:11 | FF:15 | CMB: 4 | CMD:15 | Fort:+7 | Ref:+5 | Will:+4 | Init:+3 | Perc: +6 | Speed 30 | Cold Iron Falcata +5 (1d8+3)

Thanks for the game, it was fun. I've heard some people mention a mission where you led goblins around, so when I saw you offering this one I figured it would be fun.

PFS #: 108064-1
Day Job (Scout): 1d20 + 5 ⇒ (2) + 5 = 7

Grand Lodge

Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

Thanks for the game! I had fun, and managed not to kill any goblins!

I thought you did very well.

PFS #150786-2
No day job. I guess I just lounge about waiting for my next adventure.


Thanks for running the game.

PFS 37010-6

No day job rolls!


Iron Gods: Iron maps;

I have uploaded your chronicles to my dropbox. Download the zip and get the chronicle with your name.
I will make sure the link keeps valid for at least half a year, but can't promise I will keep it from then on.
Let me know if there is something wrong or missing in your chronicle.

Good luck all in your future adventures!

For those of you interested, I will have a couple of games running during the next month:
#4-21 Way of the Kirin [3-7]
#4-19 The Night March of Kalkamedes [1-5]

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